Lets take a look at Seablock ! Spoiler: Curseforge https://www.curseforge.com/minecraft/modpacks/seablock-rustic-waters Spoiler: Mod list https://www.curseforge.com/minecraft/modpacks/seablock-rustic-waters/relations/dependencies The pack description: " Seablock: Rustic Waters is a unique underwater experience. You begin the journey on a small enclosed underwater hub. Frigid ocean waters stretch from near bedrock to near max build height. Follow the in-depth quest guide to learn how to generate resources, automate processes, and if you advance your technology far enough, eventually escape to a land-filled paradise. This pack is filled with atmosphere and gives you a "Subnautica-esque" feeling of adventure. Traverse the ocean in your personal submarine to explore monuments, shipwrecks, and even underwater villages where you can participate in a deep economy to further your advancements. Expand your hub manually, using a plethora of tools, gadgets, and diving gear... and/or take advantage of the automated Hub Expansion system to branch out quickly. Either way, you will learn how to make the best use of your resources and your space. This modpack is server friendly, with a custom designed system made to spread new players into their own hubs a reasonable distance from other players, but not so far that they couldn't visit one another in their submarines." This would be a very fun underwater skyblock! It reminds me very much of a pola ropposite of volcano block with it being more focused around the ocean rather than lava. Hopefully with some support we can make this pack happen. Like how eternal launched It would be nice to have a patron node, and public server if the support is warranted.
Not exactly sure how you would do this with MyMs island claim system, since a big part of this pack is exploration from your base (and not going to some form of farmworld), but other than that Rustic Waters is a great and unique pack.
AFAIK it shouldn't take too much tweaking to make it work, the modpack already spreads people out far enough to allow for the worldgen features between each players base, the island claim system would just need to be reconfigured to apply a protected area the appropriate distance apart, either with a LARGE claim to protect both the base and some nearby monuments/shipwrecks/etc or a small claim to protect just the base and a limited surrounding area for expansion, and then have the worldgen features in neutral territory between each claim.. Would be the same setup as Crash Landing ideally, with a farmworld that has the same worldgen features as the overworld and possibly a chest regenerating plugin so that any given chest/container can be looted by multiple players, that way it wouldn't matter if your island doesn't spawn with a shipwreck on it for example (or one close to you was already looted by a nearby player if in neutral territory), you could just explore the farmworld to find one instead. Not sure how well the submarines would work with teleporting to farmworld, but that's the only issue I can see being a problem.
If those submarines can be transported like rockets from galacticraft... But i see Capsule mod so we can "shrink" our subs - i like this mod icon it reminds me those made by CapsuleCorp from DragonBall. But when i saw 9 pages of mod list... my potato dont liked that also that its 1.12(worst version for my potato even than 1.14)
I'm not sure how compatible the custom spacing the pack uses would be with our island system for 1.12, we may have to disable that and replicate it using the plugin somehow if we were to host this pack. The pack looks interesting though, I will probably take a look in SP to see what it's all about. As for hypothetically hosting 2 nodes or it, I'm not sure we have the resources for that either at this point in time.
Its alright, you can join the dirty sock gang gang. The crafting system is the main mod used in interactions (for crafting) which wasn't everyone's favorite aspect of that pack.
well, looking forward I dont think it will be as exciting as https://www.curseforge.com/minecraft/modpacks/material-energy-5-entity I was able to play through aton of the pack. after you do the intro page its a very boring pack. will say its still a cool pack but maybe not for mym.
yeah I know :l its more of a map than a pack. [doublepost=1592197105][/doublepost] Now here is a pack! https://www.curseforge.com/minecraft/modpacks/foolcraft-3
I'm not sure why that is a requirement so far, unless it is just a matter of poor quest design it doesn't seem like I was doing anything in single player that would require elevated privileges. I'm only three chapters in though so take that with a grain of salt. Maybe we could test it internally without opping and see where the road block is.